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UE3:AnimTree (UT3)

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UT3 Object >> AnimNode >> AnimNodeBlendBase >> AnimTree
Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'AnimTree'[edit]

AnimGroups[edit]

Type: array<AnimGroup>

List of animations groups

PreviewAnimSets[edit]

Type: array<AnimSet>

Modifiers: editoronly

AnimSets used when previewing this AnimTree in the AnimTreeEditor.

PreviewMorphSets[edit]

Type: array<MorphTargetSet>

Modifiers: editoronly

MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor.

PreviewPlayRate[edit]

Type: float

Play rate used when previewing animations

Default value: 1.0

PreviewSkelMesh[edit]

Type: SkeletalMesh

Modifiers: editoronly

SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.

PrioritizedSkelBranches[edit]

Type: array<name>

Skeleton Branches that should be composed first. This is to solve Controllers relying on bones to be updated before them.

SocketName[edit]

Type: name


SocketSkelMesh[edit]

Type: SkeletalMesh

Modifiers: editoronly

previewing of socket

SocketStaticMesh[edit]

Type: StaticMesh

Modifiers: editoronly


Internal variables[edit]

bBeingEdited[edit]

Type: bool

Modifiers: transient

Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time.

MorphConnDrawY[edit]

Type: int

Y position of MorphNode input on AnimTree.

PreviewCamPos[edit]

Type: Object.Vector

Saved position of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewCamRot[edit]

Type: Object.Rotator

Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewFloorPos[edit]

Type: Object.Vector

Saved position of floor mesh used for in AnimTreeEditor preview window.

PreviewFloorYaw[edit]

Type: int

Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window.

PriorityList[edit]

Type: array<byte>

Internal list of priority levels

RootMorphNodes[edit]

Type: array<MorphNodeBase>

Modifiers: editinline, export

Root of tree of MorphNodes.

SkelControlLists[edit]

Type: array<SkelControlListHead>

Modifiers: editinline, export

Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data.

Default values[edit]

Property Value
bFixNumChildren True
Children[0]
Member Value
Name 'Child'
Weight 1.0

Structs[edit]

AnimGroup[edit]

Modifiers: native

Definition of a group of AnimNodeSequences

array<AnimNodeSequence> SeqNodes 
Cached array of AnimNodeSequence nodes.
AnimNodeSequence SynchMaster 
Master node for synchronization. (Highest weight of the group)
AnimNodeSequence NotifyMaster 
Master node for notifications. (Highest weight of the group)
name GroupName 
float RateScale 
Rate Scale

Default values:

Property Value
RateScale 1.0

SkelControlListHead[edit]

Modifiers: native

name BoneName 
Name of bone that this list of SkelControls will be executed after.
SkelControlBase ControlHead 
First Control in the linked list of SkelControls to execute.
int DrawY 
For editor use.

Native functions[edit]

FindMorphNode[edit]

native final function MorphNodeBase FindMorphNode (name InNodeName)


FindSkelControl[edit]

native final function SkelControlBase FindSkelControl (name InControlName)


ForceGroupRelativePosition[edit]

native final function ForceGroupRelativePosition (name GroupName, float RelativePosition)

Force a group at a relative position.

GetGroupIndex[edit]

native final function int GetGroupIndex (name GroupName)

Returns the index in the AnimGroups list of a given GroupName. If group cannot be found, then INDEX_NONE will be returned.

GetGroupNotifyMaster[edit]

native final function AnimNodeSequence GetGroupNotifyMaster (name GroupName)

Returns the master node driving notifications for this group.

GetGroupRelativePosition[edit]

native final function float GetGroupRelativePosition (name GroupName)

Get the relative position of a group.

GetGroupSynchMaster[edit]

native final function AnimNodeSequence GetGroupSynchMaster (name GroupName)

Returns the master node driving synchronization for this group.

SetAnimGroupForNode[edit]

native final function bool SetAnimGroupForNode (AnimNodeSequence SeqNode, name GroupName, optional bool bCreateIfNotFound)

Add a node to an existing anim group

SetGroupRateScale[edit]

native final function SetGroupRateScale (name GroupName, float NewRateScale)

Adjust the Rate Scale of a group